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<center><small>[[File:mws150.png|25px]] Magic Window Studios presents</small></center>
[[File:MetaforceRedGold.png|center|900px|]]
[[File:MetaforceLogo.png|center]]
  '''<big>Metaforce</big>''' is a d12 genre-agnostic framework designed to allow a wide variety of game settings and scenarios while enabling players to build and customise their character’s powers, skills and abilities with numerically-backed scores known as <code>Metaphors</code>.
<center><small>A Tabletop Roleplaying Game by '''AlienOvan'''</small></center>
  '''<big>Metaforce</big>''' is a genre-agnostic, modular tabletop roleplaying system designed to allow a wide variety of game settings and scenarios while enabling players to build and customise their character’s powers, skills and abilities with numerically-backed scores known as [[Metaphor]]s. Fate-altering [[Meta Power]]s give players the power to survive even the most dangerous situations, allowing Game-Masters to run more intense scenarios without high risk of <abbr title="Total Party Kill, TTRPG equivilant to a Game Over">TPK</abbr>. Metaforce uses '''d12s''' as the key die.
The current build for Metaforce is '''BETA 2.22''', expected to finalise major systems within the year 2026.


==Game/Wiki News (from AlienOvan)==
<center>'''Wiki Navigation Tips'''<br><small>''You can open up the search easily by tapping <code>'''/'''</code> on desktop!''<br>
  '''14th May 2025'''
 
  Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn't normally.
To see older News posts, see [[News]]. And a list of changes to pages, can be found on the [[Special:RecentChanges|Recent Changes]] page.</small></center>
==Game/Wiki News==
<center><small>''Written by AlienOvan''</small></center>
  '''9th February 2026'''
  In preparation of the 2026 Playtests, I've updated the '''Character Sheet''' for the system, as well as a few progressions regarding [[Level]] ups. In order to keep a character's defensive stats relevant to increasing Skill and Magnitude increasing [[Metaphor]]s, level-ups give +1 Evasion (and Deflection), as well as increasing the character's Status Resist scores for their Core values. Metaphors like '''Fitness''' and '''Discipline-Will''' grant bonuses to '''Body and Mind cores''' respectively to help those who want to keep their special defenses high.
Attribute Tiers have been properly '''depreciated''', focus will mainly be on balancing the number stacks of Attributes, Metaphors and Metaphor Components. Characters who would otherwise be leagues more adept at an Attribute will now have proper '''Attribute property tags''' saying so. Attributes can be marked 'Proficient' or 'Expertise' to indicate universal Advantage states for species or individuals who get them.
Other highlights include the introduction of '''Dashing''': When your character spends no other actions other than movement, their speed for that [[Action Frame]] is increased by 2x. Now that [[Encounter]]s now only give characters '''2 Action Frames per turn''', this roughly gives characters roughly the same movement speed options and action economy as they would in other popular games and systems.
   
   
  Additionally, [[Level]] has been updated to feature a new '''Level Investment''' approach to levelling up. Whereby a character can't spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.
  '''Proficiency''' in a Attribute or Metaphor means a character rolls with Advantage when no other complication affects the difficulty of a check. But now '''Expertise''' has been formalised as "Treats the roll as being average or higher, rounded up", meaning rolls with Expertise can transmute 'Roll 1' disadvantages into the average of the die, which would be 6 for d12s.
 
'''22nd February 2025'''
It's been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the [[Encounter]] page. Battles now take place under a 'Time-Frame' system wherein your actions aren't limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.
   
   
  Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.
  ''Feb 10th update''
I have added a Spells & Powers section below the main section of the [[Character Sheet]]. Now your character can have a distinct section to list things such as spells that wouldn't work very well under Metaphors or Arcs & Features. The Description box should wrap text around to ensure everything is visible. The Spells & Powers section is given a Red colour code.
   
   
  '''8th March 2025''' (Addendum)
  Additionally, there is a new XP curve for the sheet. I will update [[Experience]] curve to be 10 plus 5 per level instead of 10 per level stacking.
It's now officially referred to as [[Action Frame]]s. This will replace Action-Sequences with '''Optimise Action''', allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.


==Chapters==
==Master Categories==
===Getting Started===
For a full list of game mechanics, see [[:Category:Mechanics|Mechanics]]
==Getting Started==
  Before you start playing Metaforce, best to read up on the basic terms and concepts.
  Before you start playing Metaforce, best to read up on the basic terms and concepts.


* <code>[[Character Creation]]</code> A section to help new players start creating their first character.
* <code>[[Character Creation]]</code> A section to help new players start creating their first character.
* <code>[[Character Sheet]]</code> Explains the Character sheet used to play Metaforce.
* <code>[[Character Sheet]]</code> Explains the Character sheet used to play Metaforce.
* <code>[[Race]]</code> Explains the Race/Species articles and provides a list of them.
* <code>[[Attribute|Attributes]]</code> A section explaining the six essential aspects of a characters capabilities.
* <code>[[Attribute|Attributes]]</code> A section explaining the six essential aspects of a characters capabilities.
* <code>[[Core Value]]</code> A section explaining the three core stats that affect everything else, including resistances.
* <code>[[Core Value]]</code> A section explaining the three core stats that affect everything else, including resistances.
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* <code>[[Recommended Metaphors]]</code> A list containing Metaphors players would find helpful in most Metaforce games.
* <code>[[Recommended Metaphors]]</code> A list containing Metaphors players would find helpful in most Metaforce games.
* <code>[[Level]]</code> A section that goes over the importance of a character level, level-ups and progression.
* <code>[[Level]]</code> A section that goes over the importance of a character level, level-ups and progression.
* <code>[[Progression]]</code> A section that goes into depth Racial Traits and Class structures for characters.
* <code>[[Arc]]</code> A section that explains the special features a character gains as they level up.
* <code>[[Experience]]</code> A describing how Experience points (XP) are gained and used to progress a character.
* <code>[[Experience]]</code> A describing how Experience points (XP) are gained and used to progress a character.
* <code>[[How To Play]]</code> An explanation how games are run and what to do and when to do checks.
* <code>[[How To Play]]</code> An explanation how games are run and what to do and when to do checks.
* <code>[[Debt]]</code> Explains the concept of Experience Debt and Boosting (to modify progression).
* <code>[[Debt]]</code> Explains the concept of Experience Debt and Boosting (to modify progression).


===Playing Metaforce===
==Playing Metaforce==
  These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.
  These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.
* <code>[[Meta Point]]</code> An important section that goes over Meta-Points ('''MP''') and the <code>'''Meta-Abilities'''</code> that use it to influence games on the player level.
* <code>[[Meta Point]]</code> An important section that goes over Meta-Points ('''MP'''), a resource used in Meta Powers.
** <code>[[Meta Power]]</code> Narrative interventions that enable players to influence the outcomes of their character's fate.
* <code>[[Equipment]]</code> A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.
* <code>[[Equipment]]</code> A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.
* <code>[[Inventory]]</code> A section that details the carry capacity and Inventory rules for characters.
* <code>[[Inventory]]</code> A section that details the carry capacity and Inventory rules for characters.
* <code>[[Encounter]]</code> An in-depth look on how combat and special scenarios work in a Metaforce game.
* <code>[[Encounter]]</code> An in-depth look on how combat and special scenarios work in a Metaforce game.
* <code>[[Action Frame]]s</code> A break-down of what Action Frames are, how to use them in '''Encounters'''.
* <code>[[Action Frame]]s</code> A break-down of what Action Frames are, how to use them in '''Encounters'''.
* <code>[[Status Point]]</code> An explanation to how Status Conditions and <code>'''Magnitude'''</code> work, and how they can be used to measure stamina and action costs.
* <code>[[Magnitude]]</code> An explanation to how Status Conditions and <code>'''Magnitude'''</code> work, and how they can be used to measure stamina and action costs.
* <code>[[Complication]]</code> Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.
* <code>[[Complication]]</code> Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.
* <code>[[Resistance]]</code> Explains how the difference Resistance (and Anti-Resistance) properties function.
* <code>[[Size]]</code> A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.
* <code>[[Size]]</code> A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.


===Advice & Insight===
===Game Mastery===
  Everything else that isn't required or is supplementary to the core experience will be listed here. Take some time to grasp the more nuanced aspects of the Metaforce system.
  For a full list of topics relating to running games, see [[:Category:Game Mastery|Game Mastery]]
* <code>[[Rules to Remember]]</code> A section that covers regularly occurring rulings that can be used to help Players and Game-Masters resolve issues.
* <code>[[Game Mastery]]</code> A section for managing Metaforce games more effectively, rulings and guides for Game-Masters and Players alike.


==Features==
==Features==
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Latest revision as of 07:57, 10 February 2026

Magic Window Studios presents
A Tabletop Roleplaying Game by AlienOvan
Metaforce is a genre-agnostic, modular tabletop roleplaying system designed to allow a wide variety of game settings and scenarios while enabling players to build and customise their character’s powers, skills and abilities with numerically-backed scores known as Metaphors. Fate-altering Meta Powers give players the power to survive even the most dangerous situations, allowing Game-Masters to run more intense scenarios without high risk of TPK. Metaforce uses d12s as the key die.

The current build for Metaforce is BETA 2.22, expected to finalise major systems within the year 2026.
Wiki Navigation Tips
You can open up the search easily by tapping / on desktop!
To see older News posts, see News. And a list of changes to pages, can be found on the Recent Changes page.

Game/Wiki News

Written by AlienOvan
9th February 2026
In preparation of the 2026 Playtests, I've updated the Character Sheet for the system, as well as a few progressions regarding Level ups. In order to keep a character's defensive stats relevant to increasing Skill and Magnitude increasing Metaphors, level-ups give +1 Evasion (and Deflection), as well as increasing the character's Status Resist scores for their Core values. Metaphors like Fitness and Discipline-Will grant bonuses to Body and Mind cores respectively to help those who want to keep their special defenses high.

Attribute Tiers have been properly depreciated, focus will mainly be on balancing the number stacks of Attributes, Metaphors and Metaphor Components. Characters who would otherwise be leagues more adept at an Attribute will now have proper Attribute property tags saying so. Attributes can be marked 'Proficient' or 'Expertise' to indicate universal Advantage states for species or individuals who get them.

Other highlights include the introduction of Dashing: When your character spends no other actions other than movement, their speed for that Action Frame is increased by 2x. Now that Encounters now only give characters 2 Action Frames per turn, this roughly gives characters roughly the same movement speed options and action economy as they would in other popular games and systems.

Proficiency in a Attribute or Metaphor means a character rolls with Advantage when no other complication affects the difficulty of a check. But now Expertise has been formalised as "Treats the roll as being average or higher, rounded up", meaning rolls with Expertise can transmute 'Roll 1' disadvantages into the average of the die, which would be 6 for d12s.

Feb 10th update
I have added a Spells & Powers section below the main section of the Character Sheet. Now your character can have a distinct section to list things such as spells that wouldn't work very well under Metaphors or Arcs & Features. The Description box should wrap text around to ensure everything is visible. The Spells & Powers section is given a Red colour code.

Additionally, there is a new XP curve for the sheet. I will update Experience curve to be 10 plus 5 per level instead of 10 per level stacking.

Master Categories

For a full list of game mechanics, see Mechanics

Getting Started

Before you start playing Metaforce, best to read up on the basic terms and concepts.
  • Character Creation A section to help new players start creating their first character.
  • Character Sheet Explains the Character sheet used to play Metaforce.
  • Race Explains the Race/Species articles and provides a list of them.
  • Attributes A section explaining the six essential aspects of a characters capabilities.
  • Core Value A section explaining the three core stats that affect everything else, including resistances.
  • Meta Dice A section that covers the unique dice used in Metaphors, Attributes and more.
  • Metaphor A section that covers what Metaphors are used for and how values are assigned and used.
  • Recommended Metaphors A list containing Metaphors players would find helpful in most Metaforce games.
  • Level A section that goes over the importance of a character level, level-ups and progression.
  • Arc A section that explains the special features a character gains as they level up.
  • Experience A describing how Experience points (XP) are gained and used to progress a character.
  • How To Play An explanation how games are run and what to do and when to do checks.
  • Debt Explains the concept of Experience Debt and Boosting (to modify progression).

Playing Metaforce

These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.
  • Meta Point An important section that goes over Meta-Points (MP), a resource used in Meta Powers.
    • Meta Power Narrative interventions that enable players to influence the outcomes of their character's fate.
  • Equipment A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.
  • Inventory A section that details the carry capacity and Inventory rules for characters.
  • Encounter An in-depth look on how combat and special scenarios work in a Metaforce game.
  • Action Frames A break-down of what Action Frames are, how to use them in Encounters.
  • Magnitude An explanation to how Status Conditions and Magnitude work, and how they can be used to measure stamina and action costs.
  • Complication Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.
  • Resistance Explains how the difference Resistance (and Anti-Resistance) properties function.
  • Size A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.

Game Mastery

For a full list of topics relating to running games, see Game Mastery

Features

Modular Skills and Powers

Metaphors are skills, powers and abilities a character can use to defend themselves or gain an advantage within their environment throughout various campaigns and settings. The Game Master and Player should communicate to each other to create and design Metaphors that are appropriate to the campaign.

Exploding Dice

Dice with 12 sides (and sometimes other forms of die) can ‘explode’, allowing an additional die with the same number of sides to be rolled and added to the result upon rolling its highest value. Typically, Skill, ToHit, and Damage Dice can explode in this way.

Meta Dice

Meta Dice appear in Attributes and Metaphors with a value of +1 or greater. Starting at d4 and working up to d6, d8, d10 and d12. Meta-dice have a minimum number relative to the initial value of the Attribute/Metaphor, at its strongest, the d12 can't roll lower than a 5.

Attributes / Core Values

There are 6 Attributes (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 Core Values (Body, Reflex, Mind) which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion.

Status Conditions and Magnitude

Status Conditions affect characters in different ways, and even keep track of various resources they may have. Magnitude is used to track conditions and if it exceeds a character's relevant Core Value, they may become affected by a condition.

Size and Size-Rating

Size Rating determines the physical size of a character or creature, scaling its statistics such as Max Health, Damage dealt, Reach, Move Speed and more. The rules and adjustments for size work the same for player characters and NPCs.